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not polyoftics u 13571 lynn J5T4 wooDewtict, Virginia 22191 

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'HORDES 

Game of Global Conquest 



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TI BASIC - MO PERIPHERALS 



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nOT-POtYOFTICS // 13771 Lynn St., Woodbridgc, VA 22191 

GAMES FOR // TI 99/4(A) 



HORDES / Mk. U 

Game of Global Conquest 

by Not-Poryoptics 



Horde* is the ultimate game of world domination. You can be 
Genghis Khan, Hitler, or Napoleon while the servant computer does all 
the work! On a screen map of the world, both armies and navies move 
and attack to strategically spread your power across the globe. 
Excellent graphics continually update country ownership, army strength, 
and naval fleet locations. In order to present to you this complicated 
game for the unexpanded 99/4A computer, on cassette, we found it 
necessary to put much of the needed information in files (a method of 
storing data on cassette independent of the actual program), which are 
located immediately after the program on the tape. This process will be 
more fully explained in the following section. 

1. SETTING UP 

a) The computer asks for the number of players (2 to 4) and the color 
code for each player's countries. The recommended colore are 9, 13, 12, 
and 14. See your BASIC Reference Ceti or Ueer'e Reference Gmi* for 
further information. 

b) At this point the data files that follow the program must be loaded 
into the computer and the prompt 

* DO NOT 

* REWIND CASSETTE TAPE CS1 
THEN PRESS ENTER 

appears. Due to an inability to customize the TI prompt, It was 
impossible to avoid confusion here. If the cassette recorder was stopped 
at the end of the program, it is in the correct position to play the 
files. If you are not using the Remote Plug to directly control the 
recorder's motor, it may be necessary to rewind the tape to this 
position. As in the above prompt, press ENTER when the cassette is 
wound to the correct place. Simply follow the directions that appear on 
the computer screen from this point until you are satisfied that the files 
are being played into the computer. If you encounter difficulty loading 



the files, the volume level at which your recorder is set may be to 
blame. The computer Is more sensitive to problems with files than with 
programs, and even if you loaded the program with no trouble, the 
volume may have to be adjusted to load the files easily. If an error 
message occurs immediately, the volume is probably too high, and if it 
occurs after about a minute, it is probably too low. In addition, if a 
BAD VALUE error message appears, your volume is almost correct but 
may be just a little too loud or soft. The computer is picking up some 
of the files but not others. If any of these problems occurs, be sure to 
rewind the cassette to the very end of the program before attempting 
to RUN it again. 

c) The process of loading the game data takes about four minutes. 
When the files have been successfully loaded, the computer prompts 
you to stop the cassette player and press ENTER. The screen map is 
dbplayed, countries are randomly divided among the players, and 
random numbers of armies are assigned to each. This also takes several 
minutes. Remember that although the general design of the game 
usually produces equal starting strengths, the luck of the draw can 
occasionally bring about a slight disadvantage to one of the players. 
This is part of the game and is not a mistake. Sometimes in Horiea 
what seems to be a disadvantage may in time prove to be a benefit as 
the game progresses. 

d) When the computer is ready to begin it prompts you to press any 
key. This message and all others appear on the bottom line of the 
screen. Messages that end in '?* expect inputs. To input a value, 
simply hit the key in a firm way. DO NOT PRESS ENTER. 

2. TURNS 



Turns are divided into two sections, Land-Attacks and 
Moving/Creating. A player's turn consists of a set number of 
country-to— country attacks followed by a set number of ship attacks 
and/or Land- and Sea-Movement. A player may dispense with his 
moves in one section and move on to the next if he chooses, but gains 
nothing by doing so. In all attacks the attacker has a slight advantage 
over the defender, and thb advantage dwindles as the number of 
attacking armies diminishes. Each battle will result in the loss of a 
random Dumber of armies {or ships) less than five. 



I. Land -Attacks 



a) The player is given five attacks per turn. For each attack the player 
inputs how many times he wants to battle the country he is attacking, 
from what country of his he is attacking, and to what country his 
attack is directed. A country may attack only adjacent countries or 
countries joined by lines. A country which contains only one army can 
not attack. 

b) When putting in how many battles, if the number is greater than 9, 
the player uses the ASCII code minus 48 (see chart 1). Attacks stop 
when either the defending country has lost or the attacking country is 
reduced to 1 army. If the player inputs for number of battles, his 
attacking turn ends. 

When inputting 'from' and 'to', the player uses the letter or number 
that indicates the country involved. If this or any other of the inputs 'is 
out of range or inappropriate, the prompt will repeat and the input will 
be ignored. 

II. Moving/Creating Turn 

The computer asks if the player wants to move armies or ships. 
Pressing '0' here ends the player's turn. 

a) If the player asks for ships, the computer will ask if the player 
wants to move ships or create them. The player may create up to five 
ships during the game; if a ship sinks it cannot be replaced. Each ship 
may be either a Battleship or a Convoy ship - Battleships double the 
strength of the armies that make them but are fixed in stength. 
Convoy ships can be added to or subtracted throughout the game. A 
player has seven ship moves in a Moving/Creating turn; he chooses 
whether to move armies or ships, or a combination, not exceeding seven 
moves. 

b) If the player wants to create ships, the computer asks him for the 
country of origin and how many ships in the fleet he is making. Use 
the number system referred to above and in Chart 1. For a Convoy 
fleet, one ship takes one army from the country of origin, for a 
Battleship fleet every two ships take one army from the country of 



origin. No fleet may have more than 99 ships; no country may have 
more than 99 armies. The computer then tells the player to move his 
ship to sea. Moving a ship to the sea does not count against the 
Moving-Creating total, so launch your fleet strategically. However, DO 
NOT move your ship over the country name or strength blocks, or into 
another country: it will disappear. 

c) If the player wants to move a ship, the computer will ask 'Which 
ship?' (1 through 5) and then simply show a "?". At this point, use 
the keys E, S, D, X, W, R, Z, and C to move once in that direction 
as shown in the template provided. The only guide to which number 
refers to which ship is your memory. 

A fleet may accomplish one' of several things by moving. It may: 

- attack a country or a ship just as countries attack countries. To 
attack, simply move the attacking ship as if to move on to the desired 
target ship or shoreline. Two numbers appear at the bottom of the 
screen - the first refers to your ship status, in which the first digit 
represents what type of ship it is (1 for Convoy, 2 for Battle) and the 
remainder the strength. The second is a similar number for the 
attacked ship. 

- embark or disembark armies from or to countries (battleships 
cannot do this). Move as if attacking a country you control and input 
a *-' to add armies to the fleet or a '+' to add armies from the fleet 
to the country. Next, put in how many armies are to be transferred, 
using the system referred to above (see Chart 1). If an input error 
occurs, you are returned to the initial *?'. 

- move off the right edge of the screen to go to the left edge, and 
vi ce _ versa. The screen represents the continuous globe of the earth and 
this is the Pacific Ocean. 

d) The player may also move armies. The computer asks how many 
armies to move and from what country to what country. These 
countries must be adjacent or connected by a line. 



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Extra armies are added to the player's countries at the end of the 
player's turn. A player's country with at least one country adjacent 
that b also his gets two additional armies, otherwise it gets no more. If 
a player's country is totally surrounded by his own territory (all 
adjacent countries belong to him), it receives an additional number of 
armies based on the number of adjacent countries. 

3. Turn Diagram 

At most points in the Moving and Creating turn the player may 
press '0' to return in sequence through the various steps in this turn. 
The following is a schematic diagram of the sequence of possible actions 
in the Land- Attack and the Moving/Creating sections of the turn: 

I. 'How Many?' 'O' goes to H 

'From?' 
'To?' 

II. 'Armies A or Ships S?' <0' goes to HI 

A. 'How many Armies?' «0* goes to II 
'From?' 

'To?' 

S. 'Create C or Move M?' H)' goes to II 
C. 'Country of Origin' 
'No of Ships' 
'Convoy 1 or Battle 2?' 
(Must Move to) 'Seat' 

M. 'Which Ship?' (1 through 5) '0' goes to S 
*?' (direction) '0' goes to M 

HI. Country strengths recomputed. End of turn. 

Note: This turn sequence is repeated until the game ends. 



4. END OF GAME 



The game ends when one player has captured the entire world. At 
any time during the course of play, if all players concede that one 
player has won, he does. 

5. ALLIANCES 



In games with three or four players, alliances may be made between 
the players. One way of helping another player is by moving armies 
from one of your countries to one of his countries that is adjacent. 
Depending on the desires of the players, Hordes can be played as a 
game of diplomacy and persuasion rather than every man for himself. 





CHA1T 1 




atermg nnmben for the number of battles or arm 


galdet 






1 - 1 




r - i3 


3-3 




G - 33 


3 - 3 




B - 34 


4-4 




I - JS 


1 - ft 




J - 30 


9-9 




K - 3T 


7 - 7 




L - 38 


8-8 




M - 39 


9-9 




N - 30 


: - 10 




- 31 


5 - 11 




P - 33 


< - 13 




q -» 


= - IS 




R - 34 


> - 14 




S - Si 


T - 11 




T - 36 


Q - M 




U - S7 


A - IT 




V - M 


B - 18 




W - 39 


C - 19 




X - 40 


D - 30 




Y - 41 


E - 31 




Z - 43 



Copyright 1981, 1985 by Not-Poiyoptics 
All rights reserved. 



To run this program, your TI 99/4 or 99/4A must 

have a disk drive (obviously). Due to its large size, 
"CALL FILES(l)" MUST be done before you load the 
program. To load it, note the name of the program 
which is printed on the disk label, insert the disk into 
the disk drive, close the door, and type in CALL 
FILES(l), hit the ENTER key, type in OLD, a space, 
the program name, and hit the ENTER key. When the 
cursor returns, type in RUN and hit the ENTER key. 
Your computer will then begin execution of the game 
program. 

While playing this game, the ALPHA LOCK key 

must be in the down position unless otherwise stated in 
the instructions. Improper inputs during game play may 
result in error messages and loss of game. Please read 
the instruction booklet carefully. 

If for any reason this program does not load, please 

return it along with a photocopy of your sales receipts, 
to Not-Polyoptics, P.O. Box 4443, Woodbridge, VA 
22lp4. We will do our best to make sure that you are 

satisfied. 1 This program is copyrighted by 

Not-Polyoptics. All rights are reserved. WARNING: 
Unauthorized duplication and/or sale (including rental) 
of this program may result in imprisonment or fines up 
to $10,000. Infringers may also be subject to civil 
liability. 

Thank you for purchasing this Not-Polyoptics 

product. If you have any problems or questions 
concerning this program, please write to us at the 
above address. We are continually looking for ways to 
improve our programs, and any suggestions you may 
have would be appreciated.